Jason McCord

@monsterclip.bsky.social

Level Designer at Valve. Previously on Highguard, Apex Legends, Titanfall 1 and 2, Modern Warfare 2 (OG), World at War, CoD 3 and Big Red One.

Take Marvel Rivals characters, abilities, art style, etc. and drop them into an open world city similar to Spider-Man 2. Heroes vs Villains, Payday style objectives. 10 v 10 or more. Villains have objectives to blow something up/steal something and Heroes have to stop them.

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Spent my holiday break restoring my new #SegaNewAstroCity cabinet. New control panel, adjusting the CRT, some new wiring, a new florescent bulb for the marquee, tons of cleaning and a few games (XMvsSF and Street Fighter Alpha) Straight out of a 90's Japanese arcade and it plays so good.

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Do all LDs have a layout/concept they use often? At Respawn, I used Tank Hangars a lot. I loved the big interiors with the Tank set piece, and Pilots had space to play cat & mouse, especially with the underneath paths. Also worked in Apex pretty well I think, at Repulsor.

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Hi! Guess I'm here now. To celebrate, here's a pic no one's ever seen before. A heatmap of a Titanfall 1 map I worked on, Relic. Pre-release, when we were testing internally for hours a day. It's beautiful. The paths are well defined and they lead to common fight locations. What you want to see. 👌

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